What Unity Actually Is (Editor, Engine, Project)
See how the Editor, the runtime engine, and your project files divide responsibility before you write a line of code. Short card.
Learning paths
GameObjects, components, scenes, hierarchy, and prefabs - the mental model every Unity project is built from, before you write a single system.
Ordered roadmap
Read each step in order. The connector note explains why the next topic follows.
See how the Editor, the runtime engine, and your project files divide responsibility before you write a line of code. Short card.
Compose behavior from small components instead of inheriting it, and see why that split shapes every Unity project.
Read a scene as a saved GameObject tree, and see why hierarchy position controls more than you expect.
Separate local from world space before a parented object starts moving in ways you did not expect.
Separate the source prefab from its instances and overrides before scripting starts touching either one.
Give one invented runtime component one clear responsibility. Short card.